VX 스크립트

타이틀 화면에 비, 눈, 벚꽃 등이 흩뿌려지는 효과를 줄 수 있습니다.

이벤트에서 스크립트 쓰기 하면 게임 내에서도 사용 가능합니다. 출처




#-------------------------------------------------------------------------------
#===============================================================================
# Rainy Title Screen
# By Melmarvin V5.1 March 26, 2011

# 한글 번역: MinaAubert @ AVANGS
#===============================================================================
# This is Plug and Play
#===============================================================================
# Version History:
#
#  V1
#    Released Rainy Title
#  V2
#    Added Blood rain
#    Added Acid rain
#    Added Bloody snow
#    Added Dispose
#    Rearranged the whole script
#    Made it look a little like Spriteset_Weather
#    Reduced max power from 100 to 40[default].
#  V2.5
#    Dispose viewport.
#    Added Cherry Blossoms // WIP
#  v2.5OW
#    Cleaned up the code and fixed several bugs [OriginalWij]
#     -Big thanks also for fixing Cherry blossoms and making Random mode
#  v3
#    Added Rose petals
#    Added Holy Stones
#  v3.5Ccoa
#    Added Holy Snow
#    Added Realism / Light things like petals sway [Ccoa]
#     -Thank you Ccoa, although your interesting weather was for XP
#  v4
#    Added Golden Leaves
#    NOTE - There will be a special gift, to ya'll if this get's popular ;]
#  v5GIFT
#    The Gift is here
#     -Thanks for the support
#    Minor Bug Fixes
#  v5.1
#  In order to put this in game use
#    screen.weather(type, power, 100)
#===============================================================================
#-------------------------------------------------------------------------------

#-------------------------------------------------------------------------------
#===============================================================================
# 효과 제어
#===============================================================================
# 효과
#  1= 비
#  2= 폭풍우
#  3= 함박눈
#  4= 산성비
#  5= 핏빛 비
#  6= 핏빛 눈
#  7= 벚꽃잎
#  8= 장미꽃잎
#  9= 성스러운 돌
#  10= 반짝이는 눈
#  11= 금빛 낙엽 (제작자 추천)
#  12= 금빛 낙엽 2 (제작자 曰: 대부분 이상해 보일 것임)
#  97= Gift Version 1 - Thanks for the support
#  98= Gift Version 2 - Thanks for the support
#  99= Gift Version 3 - Thanks for the support
#  0= Random
#-------------------------------------------------------------------------------
#-------------------------------------------------------------------------------
# 이벤트용 스크립트;
#   screen.weather(KIND, STRENGTH, 100)
#===============================================================================
#-------------------------------------------------------------------------------

module Rainytitle
  # 효과 종류
  KIND = 7
  # 효과의 세기 (1 부터 40)
  STRENGTH = 40
end

#-------------------------------------------------------------------------------
#===============================================================================
# 이 후는 수정하지 마십시오.
#===============================================================================
#-------------------------------------------------------------------------------

#-------------------------------------------------------------------------------
#===============================================================================
# Script - Editing will cause the Secret service to attack you in the future.
#===============================================================================
#-------------------------------------------------------------------------------

#==============================================================================
#  Scene_Title
#==============================================================================

class Scene_Title
  #--------------------------------------------------------------------------
  # Start
  #--------------------------------------------------------------------------
  alias rainytitle_scene_title_start start unless $@
  def start
    rainytitle_scene_title_start
    @viewport_rainy = Viewport.new(0, 0, Graphics.width, Graphics.height)
    @weather_rainy = Spriteset_Weather.new(@viewport_rainy)
    if Rainytitle::KIND == 0
      @weather_rainy.type = rand(6) + 1
    else
      @weather_rainy.type = Rainytitle::KIND
    end
    @weather_rainy.max = Rainytitle::STRENGTH
  end
  #--------------------------------------------------------------------------
  # Update
  #--------------------------------------------------------------------------
  alias rainytitle_scene_title_update update unless $@
  def update
    @weather_rainy.update
    rainytitle_scene_title_update
  end
  #--------------------------------------------------------------------------
  # Terminate
  #--------------------------------------------------------------------------
  alias rainytitle_scene_title_terminate terminate unless $@
  def terminate
    rainytitle_scene_title_terminate
    @weather_rainy.dispose
    @viewport_rainy.dispose
  end
end

#==============================================================================
#  Spriteset_Weather
#==============================================================================

class Spriteset_Weather
  #--------------------------------------------------------------------------
  # Initialize
  #--------------------------------------------------------------------------
  def initialize(viewport = nil)
    @type = 0
    @max = 0
    @ox = 0
    @oy = 0
    @count = 0
   
    @pose = []
    @sway = []
    @carray = []
    @sprites = []
   
    for i in 1..500
      sprite = Sprite.new(viewport)
      sprite.visible = false
      sprite.opacity = 0
      @sprites.push(sprite)
      @pose.push(0)
      @sway.push(rand(50))
      @carray.push(rand(20))
    end
    #--------------------------------------------------------------------------
    # Colors
    #--------------------------------------------------------------------------
   
    #---------------------------------------------------------------------------
    #This fixes a very bad bug
    giftcolor1 = Color.new(0, 169, 235, 255)
    giftcolor2 = Color.new(0, 0, 0, 20)
    #---------------------------------------------------------------------------
   
    #---------------------------------------------------------------------------
    #default colors
   
    rain = Color.new(255, 255, 255, 160)
    storm = Color.new(255, 255, 255, 80)
    if Rainytitle::KIND == 99
    giftcolor1 = Color.new(0, 169, 235, 255)
    giftcolor2 = Color.new(0, 0, 0, 20)
  elsif Rainytitle::KIND == 98
    giftcolor1 = Color.new(0, 0, 0, 255)
    giftcolor2 = Color.new(0, 0, 0, 0)
  elsif Rainytitle::KIND == 97
    giftcolor1 = Color.new(211, 31, 56, 255)
    giftcolor2 = Color.new(0, 169, 235, 20)
  end
 
    #---------------------------------------------------------------------------
   
    #---------------------------------------------------------------------------
    #Acid and Blood Colors
    acid = Color.new(0, 100, 0, 80)
    darkblood = Color.new(100, 0, 0, 160)
    lightblood = Color.new(100, 0, 0, 80)
    #---------------------------------------------------------------------------
   
    #---------------------------------------------------------------------------
    #Specific colors for Cherry Blossoms
    lightpink = Color.new(255, 167, 192, 255)
    darkpink = Color.new(213, 106, 136, 255)
    #---------------------------------------------------------------------------
   
    #---------------------------------------------------------------------------
    #Specific colors for Roses
    brightred = Color.new(255, 0, 0, 255)
    red    = Color.new(179, 17, 17, 255)
    darkred   = Color.new(141, 9, 9, 255)
    #---------------------------------------------------------------------------
   
    #---------------------------------------------------------------------------
    #Specific colors for Stones
    darkgray   = Color.new(46, 46, 46, 255)
    gray   = Color.new(166, 166, 166, 255)
    #---------------------------------------------------------------------------
   
    #---------------------------------------------------------------------------
    #Specific colors for Snowflakes
    lightblue   = Color.new(173, 216, 230, 255)
    skyblue   = Color.new(135, 206, 250, 255)
    #---------------------------------------------------------------------------
   
    #---------------------------------------------------------------------------
    #Specific colors for Golden Leaves
    gold1 = Color.new(219, 204, 0, 255)
    gold2 = Color.new(239, 229, 0, 255)
    gold3 = Color.new(239, 229, 0, 255)
    gold4 = Color.new(240, 231, 5, 255)
    gold5 = Color.new(233, 221, 0, 255)
    gold6 = Color.new(209, 192, 0, 255)
    gold7 = Color.new(162, 142, 0, 255)
    #---------------------------------------------------------------------------
   
    #--------------------------------------------------------------------------
    # Bitmaps
    #--------------------------------------------------------------------------
    # rain bitmap
    @rain_bitmap = Bitmap.new(7, 56)
    for i in 0..6
      @rain_bitmap.fill_rect(3 - i, i * 4, 1, 4, rain)
    end
   
    # storm bitmap
    @storm_bitmap = Bitmap.new(34, 64)
    for i in 0..31
      @storm_bitmap.fill_rect(33 - i, i * 2, 1, 2, storm)
      @storm_bitmap.fill_rect(32 - i, i * 2, 1, 2, rain)
      @storm_bitmap.fill_rect(31 - i, i * 2, 1, 2, storm)
    end
   
    # snow bitmap
    @snow_bitmap = Bitmap.new(6, 6)
    @snow_bitmap.fill_rect(0, 1, 6, 4, storm)
    @snow_bitmap.fill_rect(1, 0, 4, 6, storm)
    @snow_bitmap.fill_rect(1, 2, 4, 2, rain)
    @snow_bitmap.fill_rect(2, 1, 2, 4, rain)
   
    # acid bitmap
    @acid_bitmap = Bitmap.new(7, 56)
    for i in 0..6
      @acid_bitmap.fill_rect(3 - i, i * 4, 1, 4, acid)
    end
   
    # blood bitmap
    @blood_bitmap = Bitmap.new(7, 56)
    for i in 0..6
      @blood_bitmap.fill_rect(3 - i, i * 4, 1, 4, darkblood)
    end
   
    # blood snow bitmap
    @bloodsnow_bitmap = Bitmap.new(6, 6)
    @bloodsnow_bitmap.fill_rect(0, 1, 6, 4, lightblood)
    @bloodsnow_bitmap.fill_rect(1, 0, 4, 6, lightblood)
    @bloodsnow_bitmap.fill_rect(1, 2, 4, 2, darkblood)
    @bloodsnow_bitmap.fill_rect(2, 1, 2, 4, darkblood)
   
    # cherry blossom bitmap
    @cherryblossom_bitmap = Bitmap.new(4, 4)
    @cherryblossom_bitmap.fill_rect(0, 3, 1, 1, lightpink)
    @cherryblossom_bitmap.fill_rect(1, 2, 1, 1, lightpink)
    @cherryblossom_bitmap.fill_rect(1, 3, 1, 1, darkpink)
    @cherryblossom_bitmap.fill_rect(2, 1, 1, 1, lightpink)
    @cherryblossom_bitmap.fill_rect(2, 2, 1, 1, darkpink)
    @cherryblossom_bitmap.fill_rect(3, 0, 1, 1, lightpink)
    @cherryblossom_bitmap.fill_rect(3, 1, 1, 1, darkpink)
   
    # rose bitmap
    @rose_bitmap = Bitmap.new(3, 3)
    @rose_bitmap.fill_rect(1, 0, 2, 1, brightred)
    @rose_bitmap.fill_rect(0, 1, 1, 2, brightred)
    @rose_bitmap.fill_rect(1, 1, 2, 2, red)
    @rose_bitmap.set_pixel(2, 2, darkred)
   
    # holy stones bitmap
    @holystone_bitmap = []
    @holystone_bitmap[0] = Bitmap.new(4, 3)
    @holystone_bitmap[0].fill_rect(1, 0, 2, 2, gray)
    @holystone_bitmap[0].fill_rect(4, 1, 2, 1, gray)
    @holystone_bitmap[0].fill_rect(3, 1, 1, 1,gray)
    @holystone_bitmap[0].fill_rect(0, 1, 1, 1,darkgray)
    @holystone_bitmap[0].fill_rect(4, 3, 1, 1,darkgray)
   
    @holystone_bitmap[1] = Bitmap.new(8, 6)
    @holystone_bitmap[1].fill_rect(2, 1, 4, 4, gray)
    @holystone_bitmap[1].fill_rect(5, 2, 4, 2, gray)
    @holystone_bitmap[1].fill_rect(4, 2, 2, 2,gray)
    @holystone_bitmap[1].fill_rect(1, 2, 2, 2,darkgray)
    @holystone_bitmap[1].fill_rect(5, 4, 2, 2,darkgray)
   
    # Holy snow flakes
    @snowflake_bitmap = []
    @snowflake_bitmap[0] = Bitmap.new(3, 3)
    @snowflake_bitmap[0].fill_rect(1, 0, 1, 1, lightblue)
    @snowflake_bitmap[0].fill_rect(1, 2, 1, 1, lightblue)
    @snowflake_bitmap[0].fill_rect(0, 1, 1, 1, lightblue)
    @snowflake_bitmap[0].fill_rect(2, 1, 1, 1, lightblue)
    @snowflake_bitmap[0].fill_rect(1, 1, 1, 1, skyblue)

    @snowflake_bitmap[1] = Bitmap.new(5, 5)
    @snowflake_bitmap[1].fill_rect(2, 2, 5, 0, skyblue)
    @snowflake_bitmap[1].fill_rect(2, 2, 0, 5, skyblue)
    @snowflake_bitmap[1].fill_rect(0, 0, 1, 1, lightblue)
    @snowflake_bitmap[1].fill_rect(4, 0, 1, 1, lightblue)
    @snowflake_bitmap[1].fill_rect(3, 1, 1, 1, lightblue)
    @snowflake_bitmap[1].fill_rect(1, 3, 1, 1, lightblue)
    @snowflake_bitmap[1].fill_rect(0, 4, 1, 1, lightblue)
    @snowflake_bitmap[1].fill_rect(4, 4, 1, 1, lightblue)
    @snowflake_bitmap[1].fill_rect(1, 1, 1, 1, lightblue)
    @snowflake_bitmap[1].fill_rect(3, 3, 1, 1, lightblue)

    # golden leaves bitmap
    @goldenleaves_bitmap = Bitmap.new(6, 8)
    @goldenleaves_bitmap.fill_rect(1, 4, 1, 2, gold2)
    @goldenleaves_bitmap.fill_rect(2, 2, 1, 6, gold3)
    @goldenleaves_bitmap.fill_rect(3, 1, 2, 1, gold3)
    @goldenleaves_bitmap.fill_rect(4, 2, 2, 1, gold3)
    @goldenleaves_bitmap.fill_rect(5, 3, 2, 1, gold3)
    @goldenleaves_bitmap.fill_rect(5, 4, 1, 2, gold4)
    @goldenleaves_bitmap.fill_rect(3, 3, 1, 4, gold5)
    @goldenleaves_bitmap.fill_rect(5, 6, 1, 1, gold5)
    @goldenleaves_bitmap.fill_rect(4, 7, 1, 1, gold5)
    @goldenleaves_bitmap.fill_rect(4, 4, 1, 1, gold5)
    @goldenleaves_bitmap.fill_rect(4, 5, 1, 2, gold6)
    @goldenleaves_bitmap.fill_rect(5, 6, 1, 1, gold6)
    @goldenleaves_bitmap.set_pixel(2, 1, gold4)
    @goldenleaves_bitmap.set_pixel(3, 2, gold4)
    @goldenleaves_bitmap.set_pixel(4, 3, gold4)
    @goldenleaves_bitmap.set_pixel(3, 7, gold4)
    @goldenleaves_bitmap.set_pixel(1, 3, gold1)
    @goldenleaves_bitmap.set_pixel(1, 6, gold1)

    # golden leaves 2 bitmap
    @goldenleaves2_bitmap = Bitmap.new(10, 10)
    @goldenleaves2_bitmap.fill_rect(1, 4, 1, 2, gold2)
    @goldenleaves2_bitmap.fill_rect(2, 2, 1, 6, gold3)
    @goldenleaves2_bitmap.fill_rect(3, 1, 2, 1, gold3)
    @goldenleaves2_bitmap.fill_rect(4, 2, 2, 1, gold3)
    @goldenleaves2_bitmap.fill_rect(5, 3, 2, 1, gold3)
    @goldenleaves2_bitmap.fill_rect(6, 4, 1, 3, gold3)
    @goldenleaves2_bitmap.fill_rect(5, 4, 1, 2, gold4)
    @goldenleaves2_bitmap.fill_rect(3, 3, 1, 4, gold5)
    @goldenleaves2_bitmap.fill_rect(3, 8, 2, 1, gold5)
    @goldenleaves2_bitmap.fill_rect(6, 7, 1, 1, gold5)
    @goldenleaves2_bitmap.fill_rect(5, 6, 1, 1, gold5)
    @goldenleaves2_bitmap.fill_rect(4, 7, 1, 1, gold5)
    @goldenleaves2_bitmap.fill_rect(4, 4, 1, 1, gold5)
    @goldenleaves2_bitmap.fill_rect(4, 5, 1, 2, gold6)
    @goldenleaves2_bitmap.fill_rect(5, 6, 1, 1, gold6)
    @goldenleaves2_bitmap.fill_rect(5, 8, 2, 1, gold7)
    @goldenleaves2_bitmap.set_pixel(2, 1, gold4)
    @goldenleaves2_bitmap.set_pixel(3, 2, gold4)
    @goldenleaves2_bitmap.set_pixel(4, 3, gold4)
    @goldenleaves2_bitmap.set_pixel(3, 7, gold4)
    @goldenleaves2_bitmap.set_pixel(7, 5, gold3)
    @goldenleaves2_bitmap.set_pixel(1, 3, gold1)
    @goldenleaves2_bitmap.set_pixel(1, 6, gold1)
   
     # Gift bitmap
    @gift_bitmap = []
    @gift_bitmap[0] = Bitmap.new(90, 10)
    @gift_bitmap[0].fill_rect(0, 0, 88, 10, giftcolor2)
    # R
    @gift_bitmap[0].fill_rect(0, 0, 1, 10, giftcolor1)
    @gift_bitmap[0].fill_rect(0, 0, 5, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(4, 0, 1, 5, giftcolor1)
    @gift_bitmap[0].fill_rect(1, 4, 3, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(1, 5, 1, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(2, 6, 1, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(3, 7, 1, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(4, 8, 1, 2, giftcolor1)
    # P
    @gift_bitmap[0].fill_rect(6, 0, 1, 10, giftcolor1)
    @gift_bitmap[0].fill_rect(6, 0, 5, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(6, 4, 5, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(10, 0, 1, 5, giftcolor1)
    # G
    @gift_bitmap[0].fill_rect(12, 0, 1, 10, giftcolor1)
    @gift_bitmap[0].fill_rect(12, 0, 5, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(12, 9, 5, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(16, 5, 1, 5, giftcolor1)
    @gift_bitmap[0].fill_rect(14, 5, 4, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(14, 5, 1, 3, giftcolor1)
    # M
    @gift_bitmap[0].fill_rect(18, 0, 1, 10, giftcolor1)
    @gift_bitmap[0].fill_rect(24, 0, 1, 10, giftcolor1)
    @gift_bitmap[0].fill_rect(19, 1, 1, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(20, 2, 1, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(21, 3, 1, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(22, 2, 1, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(23, 1, 1, 1, giftcolor1)
    # A
    @gift_bitmap[0].fill_rect(26, 3, 1, 7, giftcolor1)
    @gift_bitmap[0].fill_rect(32, 3, 1, 7, giftcolor1)
    @gift_bitmap[0].fill_rect(27, 2, 1, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(28, 1, 1, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(29, 0, 1, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(30, 1, 1, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(31, 2, 1, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(27, 5, 5, 1, giftcolor1)
    # K
    @gift_bitmap[0].fill_rect(34, 0, 1, 10, giftcolor1)
    @gift_bitmap[0].fill_rect(39, 0, 1, 2, giftcolor1)
    @gift_bitmap[0].fill_rect(35, 5, 1, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(36, 6, 1, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(36, 4, 1, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(37, 7, 1, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(37, 3, 1, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(38, 8, 1, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(38, 2, 1, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(39, 9, 1, 1, giftcolor1)
    # E
    @gift_bitmap[0].fill_rect(41, 0, 1, 10, giftcolor1)
    @gift_bitmap[0].fill_rect(42, 0, 4, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(42, 9, 4, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(42, 5, 3, 1, giftcolor1)
    # R
    @gift_bitmap[0].fill_rect(47, 0, 1, 10, giftcolor1)
    @gift_bitmap[0].fill_rect(47, 0, 5, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(51, 0, 1, 5, giftcolor1)
    @gift_bitmap[0].fill_rect(48, 4, 3, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(48, 5, 1, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(49, 6, 1, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(50, 7, 1, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(51, 8, 1, 2, giftcolor1)
    # V
    @gift_bitmap[0].fill_rect(53, 0, 1, 7, giftcolor1)
    @gift_bitmap[0].fill_rect(59, 0, 1, 7, giftcolor1)
    @gift_bitmap[0].fill_rect(54, 7, 1, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(55, 8, 1, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(56, 9, 1, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(57, 8, 1, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(58, 7, 1, 1, giftcolor1)
    # X
    @gift_bitmap[0].fill_rect(61, 0, 1, 3, giftcolor1)
    @gift_bitmap[0].fill_rect(61, 7, 1, 3, giftcolor1)
    @gift_bitmap[0].fill_rect(66, 0, 1, 3, giftcolor1)
    @gift_bitmap[0].fill_rect(66, 7, 1, 3, giftcolor1)
    @gift_bitmap[0].fill_rect(62, 3, 1, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(62, 6, 1, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(65, 3, 1, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(65, 6, 1, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(63, 4, 2, 2, giftcolor1)
    # .
    @gift_bitmap[0].fill_rect(68, 8, 2, 2, giftcolor1)
    # N
    @gift_bitmap[0].fill_rect(71, 0, 1, 10, giftcolor1)
    @gift_bitmap[0].fill_rect(77, 0, 1, 10, giftcolor1)
    @gift_bitmap[0].fill_rect(72, 1, 1, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(76, 8, 1, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(73, 2, 1, 2, giftcolor1)
    @gift_bitmap[0].fill_rect(74, 4, 1, 2, giftcolor1)
    @gift_bitmap[0].fill_rect(75, 6, 1, 2, giftcolor1)
    # E
    @gift_bitmap[0].fill_rect(79, 0, 1, 10, giftcolor1)
    @gift_bitmap[0].fill_rect(80, 0, 4, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(80, 9, 4, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(80, 5, 3, 1, giftcolor1)
    # T
    @gift_bitmap[0].fill_rect(85, 0, 5, 1, giftcolor1)
    @gift_bitmap[0].fill_rect(87, 1, 1, 8, giftcolor1)
    # RPGMAKERVX.NET
 
   
  end
  #--------------------------------------------------------------------------
  # Set Type
  #--------------------------------------------------------------------------
  def type=(type)
    return if @type == type
    @type = type
    case @type
    when 1
      bitmap = @rain_bitmap
    when 2
      bitmap = @storm_bitmap
    when 3
      bitmap = @snow_bitmap
    when 4
      bitmap = @acid_bitmap
    when 5
      bitmap = @blood_bitmap
    when 6
      bitmap = @bloodsnow_bitmap
    when 7
      bitmap = @cherryblossom_bitmap
    when 8
      bitmap = @rose_bitmap
    when 9
      bitmap = @holystone_bitmap[0]
    when 10
      bitmap = @snowflake_bitmap[0]
    when 11
      bitmap = @goldenleaves_bitmap
    when 12
      bitmap = @goldenleaves2_bitmap
    when 97..99
      bitmap = @gift_bitmap[0]
    else
      bitmap = nil
    end
    for i in 0...@sprites.size
      sprite = @sprites[i]
      sprite.visible = (i <= @max)
      sprite.bitmap = bitmap
    end
  end
  #--------------------------------------------------------------------------
  # Dispose
  #--------------------------------------------------------------------------
  alias rainytitle_spriteset_weather_dispose dispose unless $@
  def dispose
    rainytitle_spriteset_weather_dispose
    @acid_bitmap.dispose
    @blood_bitmap.dispose
    @bloodsnow_bitmap.dispose
    @cherryblossom_bitmap.dispose
    @rose_bitmap.dispose
    @goldenleaves_bitmap.dispose
    @goldenleaves2_bitmap.dispose
    @gift_bitmap[0].dispose
    for image in @holystone_bitmap
      image.dispose
    end
    for image in @snowflake_bitmap
      image.dispose
    end

  end
  #--------------------------------------------------------------------------
  # Update
  #--------------------------------------------------------------------------
  def update
    return if @type == 0
    for i in 1..@max
      sprite = @sprites[i]
      next if sprite == nil
      case type
      #-------------------------------------------------------------------------
      #-------------------------------------------------------------------------
      when 1,4
        sprite.x -= 2
        sprite.y += 16
        sprite.opacity -= 8
      #-------------------------------------------------------------------------
      when 2
        sprite.x -= 4
        sprite.y += 16
        sprite.opacity -= 12
      #-------------------------------------------------------------------------
      when 3,6
        sprite.x -= 2
        sprite.y += 4
        sprite.opacity -= 8
      #-------------------------------------------------------------------------
      when 5
        sprite.x -= 8
        sprite.y += 16
        sprite.opacity -= 8
      #-------------------------------------------------------------------------
      when 7
        if @sway[i] < 25
          sprite.x -= 1
        else
          sprite.x += 1
        end
        @sway[i] = (@sway[i] + 1) % 50
        sprite.y += 1
        sprite.opacity -= 1
      #-------------------------------------------------------------------------
      when 8
        if @sway[i] < 30
          sprite.x -= 1
        else
          sprite.x += 2
        end
        @sway[i] = (@sway[i] + 1) % 50
        sprite.y += 1
        sprite.opacity -= 2
      #-------------------------------------------------------------------------
      when 9
        @count = rand(100)
        if @count == 0
          sprite.bitmap = @holystone_bitmap[@pose[i]]
          @pose[i] = (@pose[i] + 1) % @holystone_bitmap.size
        end
        sprite.y -= 1
        sprite.opacity -= 6
      #-------------------------------------------------------------------------
      when 10
        @count = rand(20)
        if @count == 0
          sprite.bitmap = @snowflake_bitmap[@pose[i]]
          @pose[i] = (@pose[i] + 1) % @snowflake_bitmap.size
        end
        if @sway[i] % 2 == 0
          if @sway[i] < 25
            sprite.x -= 1
          else
            sprite.x += 1
          end
        end
        @sway[i] = (@sway[i] + 1) % 50
        sprite.y += 1
        sprite.opacity -= 1
      #-------------------------------------------------------------------------
      when 11,12
        if @sway[i] < 25
          sprite.x -= 1
        else
          sprite.x += 1
        end
        @sway[i] = (@sway[i] + 1) % 50
        sprite.y += 1
        sprite.opacity -= 3
      #-------------------------------------------------------------------------
        when 99
      if @sway[i] % 2 == 0
          if @sway[i] < 10
            sprite.x -= 1
          elsif
            sprite.x += 1
          end
        end
        sprite.y += 1
        sprite.opacity -= 4
       
      when 98
        if @sway[i] % 2 == 0
          if @sway[i] < 10
            sprite.x -= 2
          elsif
            sprite.x += 2
          end
        end
        sprite.y -= 2
        sprite.opacity -= 4
       
      when 97
        if @sway[i] % 2 == 0
          if @sway[i] < 10
            sprite.x -= 1
          elsif
            sprite.x += 1
          end
        end
        sprite.y -= 1
        sprite.opacity -= 4
        #-------------------------------------------------------------------------
      end
      x = sprite.x - @ox
      y = sprite.y - @oy
      if sprite.opacity < 64
        sprite.x = rand(800) - 100 + @ox
        sprite.y = rand(600) - 200 + @oy
        sprite.opacity = 255
      end
    end
  end
end

#-------------------------------------------------------------------------------
#===============================================================================
# End of script
#===============================================================================
#-------------------------------------------------------------------------------

Comment '6'

List of Articles
번호 분류 제목 글쓴이 날짜 조회 수
공지 스크립트 자료 게시물 작성시 주의사항 3 습작 2012.12.24 5452
617 전투 GTBS for 2d_iso_x3 by Clarabel 2 습작 2013.05.13 1888
616 전투 VX_SRPG2 by tomoaky 1 습작 2013.05.13 2056
615 맵/타일 SwapXT by bulletxt 습작 2013.05.13 1298
614 기타 Resize and Scale by OriginalWij 1 습작 2013.05.13 1354
613 전투 Requiem ABS Hero Edition by Falcao 습작 2013.05.13 2012
612 전투 Verus Tempus Proelium by Vlad 습작 2013.05.13 1248
611 이동 및 탈것 장소이동시 효과 없애기 10 file 허걱 2013.05.05 1963
610 키입력 Key Simulator by Fantasist 습작 2013.05.01 1179
609 키입력 No F1, F12 and Alt+Return (Kein F1, F12 und Alt+Eingabe) by cremno 습작 2013.04.19 1048
608 기타 reijubv - New Balloon Command (VXA에서도 작동) 1 file 혜인 2013.04.08 1333
607 메시지 Etude87_Item_Choice ver.1.00 file 습작 2013.02.16 1775
606 기타 MSX - XP Characters on VX/VX Ace 2 Alkaid 2013.01.26 1349
605 파티 파티원의 첫번째 멤버로 추가하기 5 허걱 2012.12.04 1867
604 장비 카드 슬롯 장비 스크립트[수정] 2 빙하 2012.11.11 2064
603 영상 Avi 재생 스크립트! [고화질 재생 가능] 34 짭뿌C 2012.10.24 2955
602 메시지 문장 및 페이스 정렬 바꾸기 (Neonblack's Text Alignment and Face Flip script) MinaAubert 2012.09.19 2215
601 타이틀/게임오버 코아 코스튬씨의 랜덤 타이틀 스크립트를 VX용으로 변환 2 Alkaid 2012.09.14 1705
» 타이틀/게임오버 타이틀에 날씨 효과 주는 스크립트 (Melmarvin's Rainy Title Screen) 6 MinaAubert 2012.09.13 2330
599 액터 동료가 따라다니게 하는 스크립트 (Woratana's Caterpillar System) 5 MinaAubert 2012.09.13 3013
598 전투 Animated Battlers VX 3.7 by DerVVulfman Alkaid 2012.09.07 2103
Board Pagination Prev 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 ... 32 Next
/ 32